8 Torque Newbie Questions
by Erick J. Colletti · in Torque Game Engine · 08/14/2006 (2:02 am) · 24 replies
As you may know, I am a hockey game designer and producer. The vision, writer, designer, director, and creative juice of a game. Those are my skill-sets.
I possess zero programming or computer art skills. And to make a game independently, one must know how to program the code and translate their creations to screen.
My goal: To develop the greatest indie hockey game there is, was, and ever will be, which surpasses EA Sports NHL Xbox 360-caliber. Which will require years of time.
I am 1-day old to Torque, and very impressed of its products. Being a newbie means learning and experimenting.
All I know thus far, is that to accomplish my goal I need TSE. However, before I purchase anything, I need to know all the facts...
1) Is TSE compatible using the following system specs?
Processor: AMD Athlon 3000 XP (2.17 GHz)
RAM: 512 MB DDR SDRAM memory
GB: 160
Graphics Card: Via / S3G UniChrome IGP
2) Do I need to own TGE, before purchasing TSE? Or, can I wait for the final release of TSE and purchase it?
3) Is TSE an expansion pack for TGE, or the latest new, future complete game engine?
4) Do I need to use an external modeling application, such as Blender to create people, buildings, and whatnot? Or, does TSE include an internal integrated first-rate modeling application?
5) If I initially purchase the Indie Pro version of TSE, but years later decide I want sell my game and generate revenues exceeding $250,000, do I need to purchase a separate Commercial Pro version?
6) If I purchase the book '3D Programming All-in-One', will it teach me everything about TSE? That includes; what each tool does and how to use them, exactly how to program my game to play as desired, how to completely build the object of my choice, and anything else TSE?
7) If I purchase TSE, is that the only product I'll need to accomplish my goal?
8) Can I purchase a boxed version of TSE Indie or Commercial Pro?
As always, good info is most appreciated.
I possess zero programming or computer art skills. And to make a game independently, one must know how to program the code and translate their creations to screen.
My goal: To develop the greatest indie hockey game there is, was, and ever will be, which surpasses EA Sports NHL Xbox 360-caliber. Which will require years of time.
I am 1-day old to Torque, and very impressed of its products. Being a newbie means learning and experimenting.
All I know thus far, is that to accomplish my goal I need TSE. However, before I purchase anything, I need to know all the facts...
1) Is TSE compatible using the following system specs?
Processor: AMD Athlon 3000 XP (2.17 GHz)
RAM: 512 MB DDR SDRAM memory
GB: 160
Graphics Card: Via / S3G UniChrome IGP
2) Do I need to own TGE, before purchasing TSE? Or, can I wait for the final release of TSE and purchase it?
3) Is TSE an expansion pack for TGE, or the latest new, future complete game engine?
4) Do I need to use an external modeling application, such as Blender to create people, buildings, and whatnot? Or, does TSE include an internal integrated first-rate modeling application?
5) If I initially purchase the Indie Pro version of TSE, but years later decide I want sell my game and generate revenues exceeding $250,000, do I need to purchase a separate Commercial Pro version?
6) If I purchase the book '3D Programming All-in-One', will it teach me everything about TSE? That includes; what each tool does and how to use them, exactly how to program my game to play as desired, how to completely build the object of my choice, and anything else TSE?
7) If I purchase TSE, is that the only product I'll need to accomplish my goal?
8) Can I purchase a boxed version of TSE Indie or Commercial Pro?
As always, good info is most appreciated.
#2
2)If you wait for the fuinal release of TSE it will be available seperatly, but to buy it now you'll need to buy a TGE lisence. TSE is coming very quickly to MS4, I've heard (don't rely on rumors though).
3) It is a seperate stand-alone game engine, but uded TGE at it's core.
4) You will need a stand-alone package for model creation. Blender is supported.
5) You only need to upgrade your license once you start generating a large profit, not before, although you can if you want to the engine is no different.
6)3DGPAIO teaches how to create interiors, models and scripts for TGE, but does not include features specific to TSE.
7) No, you will need a C++ Compiler, an Interior Creator, a modelling progra and an image creation program.
8) No, a boxed version of the engine is not available at this time.
I don't actually own TSE, so I can't give you any hands-on info about it.
08/14/2006 (2:21 am)
1) AFAIK your video card doesn't support Pixel Shaders, so probably not.2)If you wait for the fuinal release of TSE it will be available seperatly, but to buy it now you'll need to buy a TGE lisence. TSE is coming very quickly to MS4, I've heard (don't rely on rumors though).
3) It is a seperate stand-alone game engine, but uded TGE at it's core.
4) You will need a stand-alone package for model creation. Blender is supported.
5) You only need to upgrade your license once you start generating a large profit, not before, although you can if you want to the engine is no different.
6)3DGPAIO teaches how to create interiors, models and scripts for TGE, but does not include features specific to TSE.
7) No, you will need a C++ Compiler, an Interior Creator, a modelling progra and an image creation program.
8) No, a boxed version of the engine is not available at this time.
I don't actually own TSE, so I can't give you any hands-on info about it.
#3
Here's seven more questions...
1) Does anybody know the final version of TSE's full price to non-TGE owners? The product page hints at $195. Can anybody confirm this price?
2) What are regarded as the top two modeling applications?
3) What are regarded as the top two C++ compilers?
4) What are regarded as the top two audio applications?
5) What are interior creator and image creation programs? Or is that your personal term for modeling applications?
6) Does anybody know if the second edition of '3D Programming All-in-One' will cover TSE from A-Z?
7) Does DevMaster.net include ratings and reviews of modeling applications and whatnot, as they do for 3D graphics engines?
08/14/2006 (2:56 am)
Thanks for both of your prompt replies. You've provided some good info.Here's seven more questions...
1) Does anybody know the final version of TSE's full price to non-TGE owners? The product page hints at $195. Can anybody confirm this price?
2) What are regarded as the top two modeling applications?
3) What are regarded as the top two C++ compilers?
4) What are regarded as the top two audio applications?
5) What are interior creator and image creation programs? Or is that your personal term for modeling applications?
6) Does anybody know if the second edition of '3D Programming All-in-One' will cover TSE from A-Z?
7) Does DevMaster.net include ratings and reviews of modeling applications and whatnot, as they do for 3D graphics engines?
#4
1) I'll save the TSE final pricing info for someone else.
2) 3D Studio Max (roughly $3,000) and Maya (also expensive, but hey, you asked for the best)
3) For Windows compiles, Visual Studio 2003 or VS 2005 express (IIRC)
4) Not sure, but I think SoundForge used to be on top of the heap
5) Interior 3D objects are static (nonmoving/nonanimating), lightmapped, optimized-for-collision, and visibility-defining entities that are created as slabs and other fairly simple geometric shapes (called brushes for some odd reason). Building interior objects takes a different mindset and approach than traditional polygonal modeling. Creating nice interiors is truly an art form for masochists (sp?). For the BSP experts reading this, I'm sure I mangled this explanation. Sorry.
6) Unfortunately, no book will ever cover everything there is to know about any commercial game engine. The source code must be protected, after all. In addition to that, a game engine is such a huge beast that a book like that would need multiple volumes (think hardcopy Encyclopedia Britanica and you're getting close to what would be needed).
7) You probably arrived here at the Garage Games site based on what you've read on DevMaster. TGE and TSE are very cool engines, but they are just tools. Like all tools, they have their champions and detractors. Having said that, I don't know if DevMaster allows App reviews, but don't let public access fanboy reviews influence your buying decisions. At most, let them point you in the direction of potential candidates. Then try their demos. Whenever possible, with game engines, modeling apps, audio software, image editors and even automobiles, you should test drive the product and its competetors for a while before commiting/purchasing. Buy the ones that fit your budget and your creative style and work with what you already have.
That's the best advice I can give you.
Good luck and have fun.
08/14/2006 (4:07 am)
Hi Erick,1) I'll save the TSE final pricing info for someone else.
2) 3D Studio Max (roughly $3,000) and Maya (also expensive, but hey, you asked for the best)
3) For Windows compiles, Visual Studio 2003 or VS 2005 express (IIRC)
4) Not sure, but I think SoundForge used to be on top of the heap
5) Interior 3D objects are static (nonmoving/nonanimating), lightmapped, optimized-for-collision, and visibility-defining entities that are created as slabs and other fairly simple geometric shapes (called brushes for some odd reason). Building interior objects takes a different mindset and approach than traditional polygonal modeling. Creating nice interiors is truly an art form for masochists (sp?). For the BSP experts reading this, I'm sure I mangled this explanation. Sorry.
6) Unfortunately, no book will ever cover everything there is to know about any commercial game engine. The source code must be protected, after all. In addition to that, a game engine is such a huge beast that a book like that would need multiple volumes (think hardcopy Encyclopedia Britanica and you're getting close to what would be needed).
7) You probably arrived here at the Garage Games site based on what you've read on DevMaster. TGE and TSE are very cool engines, but they are just tools. Like all tools, they have their champions and detractors. Having said that, I don't know if DevMaster allows App reviews, but don't let public access fanboy reviews influence your buying decisions. At most, let them point you in the direction of potential candidates. Then try their demos. Whenever possible, with game engines, modeling apps, audio software, image editors and even automobiles, you should test drive the product and its competetors for a while before commiting/purchasing. Buy the ones that fit your budget and your creative style and work with what you already have.
That's the best advice I can give you.
Good luck and have fun.
#5
Thanks for sharing.
Are freeware Milkshape and Blender capable of accomplishing my goal? If so, then why do you suppose more game artists don't use them, instead of paying thousands of dollars for Maya, LightWave and such?
What are a couple of the best freeware interior applications? Or, is Milkshape and Blender them?
Is this everything I need to accomplish my goal?
What about motion-capture animation?
08/14/2006 (5:17 am)
@ AaronThanks for sharing.
Are freeware Milkshape and Blender capable of accomplishing my goal? If so, then why do you suppose more game artists don't use them, instead of paying thousands of dollars for Maya, LightWave and such?
What are a couple of the best freeware interior applications? Or, is Milkshape and Blender them?
Is this everything I need to accomplish my goal?
What about motion-capture animation?
#6
2. Milkshape and Blender are they.
3. Besides contracting out some of the art or getting another source of content and/or programming skills, you could do it.
4. Dunno. What about it?
08/14/2006 (7:20 am)
1. They are capable mesh-wise, but animation may be tedious. Most artists choose the higher price range toolsets because they have many more features and animation techniques. Smoother workflow, etc.2. Milkshape and Blender are they.
3. Besides contracting out some of the art or getting another source of content and/or programming skills, you could do it.
4. Dunno. What about it?
#7
1) Does anybody know the final version of TSE's full price to non-TGE owners? The product page hints at $195. Can anybody confirm this price?
With the jump in TGB's pricing scheme, I am willing to bet that the XNA shift and market changes will jump the TSE price on final release as well--especially considering the tech-time dedicated to development over the last several months.
2) What are regarded as the top two modeling applications?
3D Studio Max, Maya, Lightwave, Blender, GameSpace, and Milkshape. The DTS exporters for Max, Maya, LW, Blender, and GS are quite nice. I haven't used the DTS exporter for Milkshape, but know a lot of people who have.
On of the main reasons that Blender is not used is that its interface is non-intuitive to artists who have gone through school with other applications or have learned on the job with the industry-leading applications. I love the workflow for LW. I like it better than Max or Maya, but there are many who find the workflow in them much more intuitive. If it helps you work faster and better, use it. If you can get up and running quickly in Blender, then use it.
For example, I use Modo to model many of my base meshes because its workflow if better for me than any other 3D app I've found. Then I take them into LW to rig and animate them.
3) What are regarded as the top two C++ compilers?
Visual Studio, gcc, XCode, CodeWarrior, depending on your target and optimization settings. While you are learning, Visual Studio Express 2005 should be sufficient. When you get more advanced, the remote debugging in professional will be a lifesaver.
4) What are regarded as the top two audio applications?
Like video editing software, sound software can be a holy war issue. ProTools is top-notch and industry endowed. Soundforge is nice. Logic Pro is excellent. But it depends on what you want to do with it. Are you going to pre-record all of your music/sound and then process/edit it? Or are you going to create it from scratch (whereas something like Soundtrack would be handy).
5) What are interior creator and image creation programs? Or is that your personal term for modeling applications?
Interior editors create convex geometry for fast and accurate collision detection. Currently, 3D World Studio, QuArK, and Radiant are available for use. Constructor is due out soon.
Image editing software can run the gamut from photo-editing software such as Paint Shop Pro, GiMP, or Photoshop to "brush creation software" such as Painter or Sketchbook Pro or specific "getting up and running quickly within a genre" software such as Manga Studio Pro.
6) Does anybody know if the second edition of '3D Programming All-in-One' will cover TSE from A-Z?
It covers TorqueScript (which is definitely present in TSE) and getting artwork into TGE and using it. There is not a title currently which specifically deals with TSE.
7) Does DevMaster.net include ratings and reviews of modeling applications and whatnot, as they do for 3D graphics engines?
No, though they are often discussed on their forums. There are a huge number of 3D resources out there, though asking which application is better will often garner the default reply of "try them and see which one is better for you; we are sick of holy wars about apps."
Is this everything I need to accomplish my goal?
Time, extremely gifted programmers and artists, and licensing. Plus any of a myriad of millions of things that will come up that you didn't realized you needed such as project management tracking abilities, legal affairs, and what-not.
What about motion-capture animation?
Extremely high-quality sports MoCap can make a renderfarm of Max licenses look like pocket-change. MoCap has come down in price, but the high amount of MoCap variation in a hockey title already places it way up on the list of expenses.
08/14/2006 (7:28 am)
Wondering about a whole package is necessarily vague but completely unanswerable since we do not know your specific requirements. For some, Audacity, Blender, and TGE/TSE would be sufficient. For others, a full recording/video editing suite and a renderfarm would be needed.1) Does anybody know the final version of TSE's full price to non-TGE owners? The product page hints at $195. Can anybody confirm this price?
With the jump in TGB's pricing scheme, I am willing to bet that the XNA shift and market changes will jump the TSE price on final release as well--especially considering the tech-time dedicated to development over the last several months.
2) What are regarded as the top two modeling applications?
3D Studio Max, Maya, Lightwave, Blender, GameSpace, and Milkshape. The DTS exporters for Max, Maya, LW, Blender, and GS are quite nice. I haven't used the DTS exporter for Milkshape, but know a lot of people who have.
On of the main reasons that Blender is not used is that its interface is non-intuitive to artists who have gone through school with other applications or have learned on the job with the industry-leading applications. I love the workflow for LW. I like it better than Max or Maya, but there are many who find the workflow in them much more intuitive. If it helps you work faster and better, use it. If you can get up and running quickly in Blender, then use it.
For example, I use Modo to model many of my base meshes because its workflow if better for me than any other 3D app I've found. Then I take them into LW to rig and animate them.
3) What are regarded as the top two C++ compilers?
Visual Studio, gcc, XCode, CodeWarrior, depending on your target and optimization settings. While you are learning, Visual Studio Express 2005 should be sufficient. When you get more advanced, the remote debugging in professional will be a lifesaver.
4) What are regarded as the top two audio applications?
Like video editing software, sound software can be a holy war issue. ProTools is top-notch and industry endowed. Soundforge is nice. Logic Pro is excellent. But it depends on what you want to do with it. Are you going to pre-record all of your music/sound and then process/edit it? Or are you going to create it from scratch (whereas something like Soundtrack would be handy).
5) What are interior creator and image creation programs? Or is that your personal term for modeling applications?
Interior editors create convex geometry for fast and accurate collision detection. Currently, 3D World Studio, QuArK, and Radiant are available for use. Constructor is due out soon.
Image editing software can run the gamut from photo-editing software such as Paint Shop Pro, GiMP, or Photoshop to "brush creation software" such as Painter or Sketchbook Pro or specific "getting up and running quickly within a genre" software such as Manga Studio Pro.
6) Does anybody know if the second edition of '3D Programming All-in-One' will cover TSE from A-Z?
It covers TorqueScript (which is definitely present in TSE) and getting artwork into TGE and using it. There is not a title currently which specifically deals with TSE.
7) Does DevMaster.net include ratings and reviews of modeling applications and whatnot, as they do for 3D graphics engines?
No, though they are often discussed on their forums. There are a huge number of 3D resources out there, though asking which application is better will often garner the default reply of "try them and see which one is better for you; we are sick of holy wars about apps."
Is this everything I need to accomplish my goal?
Time, extremely gifted programmers and artists, and licensing. Plus any of a myriad of millions of things that will come up that you didn't realized you needed such as project management tracking abilities, legal affairs, and what-not.
What about motion-capture animation?
Extremely high-quality sports MoCap can make a renderfarm of Max licenses look like pocket-change. MoCap has come down in price, but the high amount of MoCap variation in a hockey title already places it way up on the list of expenses.
#8
08/14/2006 (7:30 am)
Chris, I'm asking is an independent motion-capture application required, for player movement, skating, shooting, checking, goalie saves etc.? Or, is MilkShape, Blender, Maya, Lightwave, and the like them?
#9
08/14/2006 (7:35 am)
Thanks for educating me, David.
#10
08/14/2006 (7:40 am)
Most any game that you find that has MoCap also has been tweaked by animators to make it look "right" in the game. The key reason is that even though motion looks right against a greenscreen and with specific points of reference, adding it to the models in question and making them look like they are colliding with the same world as the actor is difficult and requires tweaking. I can't remember if it was Ico or not, but the team noted that the fluid animation that they created was done by hand because they could make it look natural with a virtual environment more easily than tweaking MoCap animations between two environments, the real (captured) and the virtual. Most sports and fighting games will take motion captured animation and then tweak it, though.
#11
08/14/2006 (7:49 am)
Do I need to possess excellent math skills and intimate knowledge of algorithms, algebra etc. to learn programming and customize TSE's code?
#12
I'm far from a math mastermind and I have not had any significant problems with the engine. Of course, I have also steered clear of many math aspects of the engine as well.
08/14/2006 (8:02 am)
It depends on what you need to customize. With many things, you linear algebra should get the job done, but in others you will need to know the full algorithm behind the implementation to understand why certain corners were cut and how those corners affect the code in a real-time rendering situation.I'm far from a math mastermind and I have not had any significant problems with the engine. Of course, I have also steered clear of many math aspects of the engine as well.
#13
08/14/2006 (9:47 am)
I know next to no math. Just your basic addition, subtraction, multiplication and division. Can even I customize TSE's source code? Or, will I require a veteran programmer?
#14
08/14/2006 (10:17 am)
You don't need to be an expert coder to jump into TSE, but you will want to really dig into it and will need to learn a lot of new things to make it do what you want. Coding a first-rate hockey game in TSE or any other engine will require a great deal of determination and willingness to learn new skills.
#15
08/14/2006 (10:22 am)
Calculating practical physics on ice will require some math on your part, and that is in the conceptual realm of design and not just implementation. You don't necessarily have to know a lot of math to get your hands dirty with TSE, but you will have to know some to get it to work with the specificity that you've chosen. You would need that regardless of the engine, though.
#16
I'll jump in here as a relatively inexperienced user myself...
There are two types of programming you can do with TSE/TGE/T2D:
TorqueScript
C++ engine modifications
Most of your game logic will be done with TorqueScript. To adapt the TSE engine, that was really used for an FPS type of game originally, to your specific game type (i.e., hockey) that may require knowledge of C++ to make engine changes.
TorqueScript is easier to learn than C++ and doesn't require any special tools other than maybe wordpad.exe. C++ on the other hand and learning the basics of 3d math can be a steep learning curve.
Steve
08/14/2006 (10:27 am)
@Erick,I'll jump in here as a relatively inexperienced user myself...
There are two types of programming you can do with TSE/TGE/T2D:
TorqueScript
C++ engine modifications
Most of your game logic will be done with TorqueScript. To adapt the TSE engine, that was really used for an FPS type of game originally, to your specific game type (i.e., hockey) that may require knowledge of C++ to make engine changes.
TorqueScript is easier to learn than C++ and doesn't require any special tools other than maybe wordpad.exe. C++ on the other hand and learning the basics of 3d math can be a steep learning curve.
Steve
#17
game development is one of the most complex endeavors one can undertake and with your current level of knowledge and experience it's going to be a steep uphill battle for you to get something accomplished. think of it this way, youre a hockey guru right? I read in one of your other posts that you maintain a hockey thread answering questions. think about this. what if I said to you "hey I dont know anything about hockey, Ive never watched hockey, never played it or anything, but I want to maintain a thread like yours answering questions by others...how would I go about this? what books should I read? how would I go about obtaining all the hockey knowledge youve acquired over the years?". that's the equivalent of what youre asking us. not only is this task borderline impossible, but it's a bit insulting to think youd be able to pull off with no experience or knowledge what others have been trying to do for decades.
again, no disrespect, but you seriously need to rethink your strategy. do some research. spend the next 6 months studying matrix math, programming, a bit of cpu/gpu architecture, and 3d art design. after that, come back here and *maybe* you'll have a shot at creating something close to what you want or getting others to help you to this end.
and oh yeah, youre welcome. :)
08/14/2006 (10:54 am)
Hmm, you dont know anything about programming, math, or modeling applications but you want to make a commercial quality sports game. Erick I admire your ambition and drive but I don't think you fully grasp the scope of what you're trying to do. understand that those kinds of console games take years to make and are created by teams of veteran programmers, artists, sound engineers etc with million-dollar budgets. there are thousands of independent developers and teams with light-years more experience than you who will never produce a game of the kind youre proposing. do you really think that with no experience or knowledge about *anything* related to game design that youre just going to be able to stroll on the scene and acquire the means to create a commercial-quality game by asking a few questions on this board? if you really want to make a hockey game, or any game for that matter, youre going to have to do ALOT of research and ALOT of learning. and by "research" I dont mean asking questions on a message board...i mean actual books.game development is one of the most complex endeavors one can undertake and with your current level of knowledge and experience it's going to be a steep uphill battle for you to get something accomplished. think of it this way, youre a hockey guru right? I read in one of your other posts that you maintain a hockey thread answering questions. think about this. what if I said to you "hey I dont know anything about hockey, Ive never watched hockey, never played it or anything, but I want to maintain a thread like yours answering questions by others...how would I go about this? what books should I read? how would I go about obtaining all the hockey knowledge youve acquired over the years?". that's the equivalent of what youre asking us. not only is this task borderline impossible, but it's a bit insulting to think youd be able to pull off with no experience or knowledge what others have been trying to do for decades.
again, no disrespect, but you seriously need to rethink your strategy. do some research. spend the next 6 months studying matrix math, programming, a bit of cpu/gpu architecture, and 3d art design. after that, come back here and *maybe* you'll have a shot at creating something close to what you want or getting others to help you to this end.
and oh yeah, youre welcome. :)
#18
08/14/2006 (11:50 am)
That's what I was afraid of... It's not humanly possible to learn all I need in a few years to accomplish my goal. Which is the reason why I'm recruiting. My overwhelming passion and drive blind me. Any programmers or artists interested?
#19
-Matt
08/14/2006 (12:14 pm)
Erick, you might want to rethink your ideas a bit. Try with something a lot smaller. While a hocky game wouldn't be too hard to program, it's too advanced for someone who hasn't done any programming or art work. I'd recommend buying The Game Programmer's Guide to Torque. It doesn't touch on source code, but it's a great start. Also, try the TSE demos. They're a bit old but should tell you if your system specs are good enough. I think as long as you have a card with pixel shader 1.1 support you should be able to run a lot of it.-Matt
#20
Erick if you work at it for years, it's definitely possible but it would take a great deal of discipline especially if you don't have a passion for game development. but if your goal is to simply make the ultimate hockey game, and you're not genuinely interested in game dev except for making a hockey game, you should probably focus your efforts on building a team of programmers and artists for your game. also, you're probably not going to find many developers willing to work for free, so you need to offer some amount of monetary incentive up front.
but honestly, the odds are stacked highly against you in any case.
08/14/2006 (12:59 pm)
"That's what I was afraid of... It's not humanly possible to learn all I need in a few years to accomplish my goal."Erick if you work at it for years, it's definitely possible but it would take a great deal of discipline especially if you don't have a passion for game development. but if your goal is to simply make the ultimate hockey game, and you're not genuinely interested in game dev except for making a hockey game, you should probably focus your efforts on building a team of programmers and artists for your game. also, you're probably not going to find many developers willing to work for free, so you need to offer some amount of monetary incentive up front.
but honestly, the odds are stacked highly against you in any case.
Torque Owner Philip Mansfield
Default Studio Name
2. Currently yes, you need to buy TGE, then you can buy TSE. When TSE hits final, this requirement will be removed, but the TSE price will go up.
3. It's completely seperate.
4. You are talking about modelling applications, not 'graphics engines'. And yes, you will need Blender or some other 3D modelling applicaiton to create your buildings and people.
5. Probably, but it will depend on the EULA at the time.
6. It might be useful, but it's aimed at TGE. TSE is a slightly different beast.
7. No. At the very least you will need various graphics applications (for modelling and textures) and audio applications for creating/editing the various sound/music in your game.
8. Not as far as I know. The website is the best place to get it as you know your download will be the latest version.
** I don't own TGE or TSE, the above is just info I have gleaned from reading the forums. **
I would suggest that as you are a self confessed non-programmer that you just start off with the TGE demo. Although you don't get the engine source-code (which is likely to be way over your head anyway) you can access all the scripts and get to grips with those.
Spend sometime browsing the forums and seeing what you can do with the script. Once you have a handle on that, you'll know if it's right for you and you can then consider purchasing the engine.